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M10 feature chart-- Enjoy

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Old 07-18-2009, 02:32 AM   #1
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Thumbs up M10 feature chart-- Enjoy

Sorry if it's been posted but I haven't seen it.

This is a thoro break down of every feature E.A has added,taken out or tweaked.

Great read.

Enjoy

http://madden.easportsfans.com/?page_id=26

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The Complete Madden NFL 2010 Rundown

Pro-Tak Animation Technology
  • Procedural tackle animations
  • Steerable tackles
  • Three to nine man gang tackles
  • Ability to use R-stick to break out of existing tackles to get ball carrier
  • Pile-Ups; Fight for the Fumble - Mini game/QTE used when there’s a pile up during a fumble.
Procedural Awareness/Emotions
QB Play Improvements
  • QB Pressure/Avoidance System (”When your quarterback is under pressure, your controller will rumble. When you feel that pressure, you can flick the right stick and do an avoidance move.”)
  • Changes to QB drop back (”For instance, in plays that utilize a three-step drop, that animation will play out before you have control of the quarterback’s movements.”)
  • Actual Pockets
  • New QB ratings
  • More realistic/precise animations of QBs passing
  • Ability to toss the ball during sack animations (w/ sack power determining quality of toss)
  • All new QB drop animations
  • Lowered pass speeds globally; fixed “moon ball” trajectory
  • New QB Sneak system (fixed effectiveness)
  • QB Throw Styles (over 30/adjustable)
WR/DB Play Improvements
  • WR/DB Jostling (using body to keep receiver in check)
  • Wrap Swats
  • Extended chuck animation time
  • Removed all animation compression on chucks
  • Fixed issue where players wouldn’t align properly during the chuck animation; caused clipping
  • Fixed “suction” bug where press animations could start from 5 yards away
  • Fixed a bug with zone / man chuck animations
  • Re-factored the logic for win/loss on chucks based on the route the receiver wants to run
  • Chucks can now start from stand
  • Improved Pursuit Angles
  • Return of Defensive Assignments (Defensive Playmaker)
  • Better Sideline catching (WRs don’t go out of bounds when catching passes near the sideline)
  • WRs will make bigger strides to try and get the ball
  • Tipped passes
  • Better defensive steering/manipulation
  • Defensive Assist
  • Route Running Improvements:
    • slip & fall receiver cut moves in bad weather (chances of slipping come from route running ratings)
    • Re-factored all double moves to work correctly, including defensive cut moves that are companions to the WR cuts (chances of defender biting come from man coverage rating, play recognition rating, as well as boosts for correctly timed pump fakes)
    • Added all new start play WR animations w/ more realistic acceleration
    • Added “pop” animations where say a LB will hit a WR as he comes across the middle through his zone
Overall Running Game Improvements
  • Reduced tolerance (i.e. yards away) for a defender to tackle a ballcarrier
  • New blocking (50+ new block animations; Added the ability for the blocker to turn and seal a run hole or a backside defender; Added the ability for the blocker to drive a defender in a direction relative to the run hole)
  • New running animations
  • Improvement to players disengage
  • Improved turn rates for offense/defense
  • Better/more realistic OL openings
  • Player momentum and inertia physics
Assists and Half-Sacks
Signature Kick Styles
Better spin/juke animations
Ability to Drag Players
35 new formations and over 1000 new plays (Wildcat Fromation, 4-4 Defense, Gun Wing Trips Wk-Stutter Curl Seam, Nickel Odd Split-Cover 3,
Flash Trio, 3-4 Predator, etc.)
Improved Fatigue (”A player’s “reservoir” shrinks based on how much effort he exerts on every play.”)
Improvements to Online
  • Online Co-op (2 players vs. CPU)
  • Online Franchise (Full stats, full transactions, “you and up to 31 of your closest friends,” full access via your console, computer, iPhone/iPod Touch apps, cell phone, etc. Full NFL Scheduling, full rosters, full stat, full team management)
Hit Stick (3.0?)- Improved hit stick based on physics that’ll have a greater risk involved when using it. Because of pro-tak, you’ll be able to hitstick piles and existing tackles.
New Penalties [such as illegal forward pass, late hits on QB's, as well as late hits out of bounds]
CPU Playcalling Improvements
  • “To accomplish this, we used our Play Designer tool to totally re-vamp the “AI Groups” to change the way the CPU calls their plays. An “AI Group” is basically the same exact concept of a bucket of plays a team takes into the game geared around game situations. These situations include all the normal football situations like 1st and 10, 2nd Short/Medium/Long, 3rd and Short/Medium/Long, 4th and Short/Medium/Long, Goal Line, and many others. The AI Groups also cover all the “Special” situations like Special Teams plays, QB Kneel Downs, Conserve time (No-Huddle plays), Waste Time (when CPU is ahead and tries to run the clock out), and Hail Mary calls. In previous years, you’d see a much more generic smattering of plays in an AI Group - many of them would be balanced right down the middle between run and pass across all plays. ”
  • “Let’s pick the Vikings for example. After researching the Vikings by watching all 16 regular season games, we found that out of 440 total first down plays, 271 (62%) were runs… We set the Overall Run percentage in Madden NFL 10 to that exact number. Of the 271 run plays, 64 runs were outside (22%). So 78% of the time in Madden NFL 10, you can expect the Vikings to be bringing it downhill right into your face.”
Adaptive AI
  • AI changes accordingly to users picking certain plays over and over
  • “Money Plays” are almost impossible
  • “Having individual defenders make realtime adjustments meant that we could implement Adaptive AI for online and head-to-head play as well (i.e. not just for the CPU players).”
  • Number of same exact plays ran before the AI adjusts is based on difficulty level
Lowered global game speed + added game speed slider
  • New slider for “speed difference”; used the ratings ranges for player speeds
Ratings are getting stretched out; “…the game feels more sim than ever before”
  • Elusiveness rating has been toned down and has received a major overhaul for non-ball carrying positions, especially defensive players.
  • The elite guys, they’re safe. Peyton Manning, Randy Moss, Larry Fitzgerald, guys like that are going to be saved. But the average guy is certainly going to come down. Guys in the 70s are now average. You may even see some guys in the 40s. And the gameplay impact is absolutely huge. Now the teams actually feel like they have a personality. When you’re playing as a team like the 49ers who don’t have that elite quarterback, you’re going to have a hard time throwing the ball. It’s going to feel like you have a problem at that position, and that’s a great change.”
Updated Graphics/Art
  • Improved Player Models
  • Improved Self Shadowing
  • New Depth of Field (matches real world cameras)
  • Single Digit Helmet #s
  • Colored Cleats
  • Super Bowl Patches
  • Custom Super Bowl Fields
    • (Team specific end zones, midfield logos, and player boxes that are dynamically configured whether you are reliving Super Bowl XLIII, or in year 30 of your franchise)
  • Towels (fully animate)
  • Hand warmers
  • Referees on the Field (all 7 w/ animations of hand signals for TD, safeties, run clock, etc. )
  • Iridescent Helmets
  • Chain Gang on the Sidelines
  • Captains Patches issues fixed
  • Secondary Color Equipment
  • Better Nameplates
  • AFL Throwbacks
  • Clubs/Taped up parts for hurt players
  • Improved colors/lighting
New Injury System
  • Choose whether or not to keep players in
  • Harder/more painful injuries
  • Injuries affect player ratings
  • Progressive Injuries/Risk of re-injury
  • Players show that they are hurt with in-game injury animations like limping
  • Re-injury risk is increased for online and play now games
  • Recreation of nearly every single injury type; replacing unrealistic legacy injuries like “bursitis” and “dehydration” w/ new ones
Superstar Mode Improvements
  • More streamlined/straightforward experience (ex.: no mini games for ratings)
  • Better HOF logic
Franchise Mode reboot with help of Head Coach ‘09 team
  • All coaches in Franchise mode have been re-rated and been set to act more true-to-life in terms of how they act on 4th down, specifically related to fakes and going for it.
  • Better/easier interface
  • Smarter player signing logic
  • Better/more scouting comments
  • Better draft logic
  • New Draft Classes
  • Progression improvements (”Older players will digress much faster. In fact, when a running back hits 30, he’s going downhill at warp speed. Younger players will progress quickly if they play well. We’re talking up 10 points in overall if he has a great year. Veteran players will still progress, but not substantially. They can also digress if they play poorly.”); elite coaches can effect player progression
  • Better retirement logic / Players can become coaches after retirement
  • Better scheduling (ex.: no more 4 straight Monday night games)
Presentation Improvements
  • NFL Total Access Presentation w/ Fran Charles & Alex Flanagan
  • Weekly Wrap Up Show called “The Extra Point” (Franchise)
  • Halftime/Post Game Show (Both have a recap of stats, video highlights with banners, and some commentary along with different cut scenes)
  • Fans tailgating and at concession stands
  • Improved replays w/ no framerate drop
  • Super Bowl is getting better presentation
    • USAF Thunderbirds/ Ntnl. Anthem (along w/ super bowl art)
  • Pre-Game Warm-Up
  • New/Improved Commentary
  • New/Improved Stat Banners (much more detailed showing more in game stats and records)
  • New Score Bug w/ real time info
  • Backtrack improvements (showing up in better instances)
  • Multiple Cutscenes [over 100 showing player training, injuries (showing players go onto injury cart), refs bringing out the chains, fans, etc.]
  • New Injury Report Interface
  • 500 new pre/post play cameras (w/ weather effects on lens)
  • Improvements to camera flashes (rate depended on game)
  • Improved Crowd Noise & Chatter (volume adjusts based on what happens in game)
“Pure Football Feel”
  • Player Weapons and Madden IQ on screen graphics are completley gone; Pre-Play controls are set to off by default
4 Player Offline Co-op
Madden Shop (info about it TBA)
Mix/Match Uniforms (jerseys, helmets, socks, etc.; 3D preview of the uniform to see how it looks instead of just having the front view like in previous years)
Accelerated Clock
New Gameplay Camera Angles:
  • Zoom
  • Wide
New menus that are easier to navigate/ user friendly:
  • removal of ring builder
  • Customization/slider menus
  • Return of last gen layout playbooks
  • Loading screens w/ player rating info
Information compiled by Brad/BGamer. Adding more as it becomes available.
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Old 07-18-2009, 03:00 AM   #2
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Re: M10 feature chart-- Enjoy

That's fun to read.

One thing in there that I noticed is new (to me) is having club/taped up injuries. I'm guessing if your DE or DT breaks a finger/hand, he can come back in and it will show a clubbed up hand?? That will be sweet as hell.

I am really pumped for this game, and I hope against all hope that it doesn't let me down.
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Old 07-18-2009, 03:20 AM   #3
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Re: M10 feature chart-- Enjoy

I seriously want to thank you for compiling all of this information and everyone need to keep this thread bumped so all of the people can see it. I really hope they fixed the weird animations for things like suction blocking. I also hope that they have fixed the unbeleivably annoying instances where the blocker basically runs AROUND the defensive player.
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Old 07-18-2009, 03:30 AM   #4
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Re: M10 feature chart-- Enjoy

Iv said this before and ill say it again. Madden 2010 will go down as the greatest year to year leap in sports video game history. This game is ending my 5 year long boycott of Madden and im so stoked to be back. C'mon August 14!!!
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Old 07-18-2009, 03:32 AM   #5
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Re: M10 feature chart-- Enjoy

i wish they fix special teams

Kick returns: there's always like 1 or 2 guys that disengage and just run up the field....why? (maybe it keeps kicks more realistic)

punt returns: the blocking corners would just brush the rushin defenders, never engaging... (maybe its....idk)

but regardless im still gettin the game this year since i didnt get it last year...already paid for in full, i plan on skippin my 1 month w/ ncaa and gettin my football fix solely from the demo
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Old 07-18-2009, 03:36 AM   #6
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Re: M10 feature chart-- Enjoy

Quote:
Originally Posted by ProjectSRT
Madden 2010 will go down as the greatest year to year leap in sports video game history.
Um no...that would be when we went from Madden 2000 on PS1 to NFL 2k on the Dreamcast.

Nothing, and I mean NOTHING was a bigger leap then that was.
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Old 07-18-2009, 03:41 AM   #7
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Re: M10 feature chart-- Enjoy

Quote:
Originally Posted by Nintari
Um no...that would be when we went from Madden 2000 on PS1 to NFL 2k on the Dreamcast.

Nothing, and I mean NOTHING was a bigger leap then that was.
No, you were leaping computing power, that doesnt count, the DC was more powerful than the Playstation. Plus those were 2 diff games. Thats like saying X game is better visually on the 360 than the orig Xbox. Yea, the word DUH comes to mind.

Last edited by ProjectSRT; 07-18-2009 at 03:43 AM.
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Old 07-18-2009, 03:47 AM   #8
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Re: M10 feature chart-- Enjoy

Quote:
Originally Posted by ProjectSRT
No, you were leaping computing power, that doesnt count, the DC was more powerful than the Playstation. Plus those were 2 diff games. Thats like saying X game is better visually on the 360 than the orig Xbox. Yea, the word DUH comes to mind.
It doesn't matter. He said "the biggest leap in sports gaming history". He didn't say "the biggest leap within the same gen in sports gaming history". lol

But if that's what he might, I still don't know about it. Back before the exclusive deal happened both EA and VC were bringing the heat each and every year to try an outdo eachother. Was 2k5 a massive leap from 2k4? Yeah. Was Madden 04 a big step up from 03? Sure was....

Maybe this year will turn out that way, we don't know yet.
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